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Thank you! I will add this as a note of caution.
Oh, maybe you could post a "if you see some errors, make sure you aren't using this with the similar options turned on in "Tweaks Galore" in your description above. May go a long way to reducing peoples headaches, haha.
Think I'll post a similar suggestion on that other mod I posted.
Thanks for your time!
This mod is composed of patches, so it is not compatible with mods that modify data after the game starts or after saving data is loaded. If such modifications are made, the changes made by this mod may be lost.
It is not possible to know which mods are incompatible with this mod until it actually combine them, but mods that modify ancient junk will definitely have an effect, even if they are not mods that have been confirmed to be incompatible as described in this workshop.
It's possible it wasn't affecting this one, and maybe it was "Rebalanced Ancient Junk" which was the one that was having a compatibility issue with Tweaks Galore, but I figured this note would give people something to be wary of. This is basically a copy/paste this in the "Rebalanced Ancient Junk" comments as well just in case.
Mod author: Thanks for a great mod!
Yes. Although the colonists of planet RimWorld were superhumans who could knock down trees with their bare hands, it was fortunate that they were unable to destroy the door to the ancient ruins.
v1.5.2
- Made the dirt cube sculpture, stone cube sculpture, sand cube sculpture, and scrap cube sculpture from the Anomaly DLC able to be dismantled, and leaving behind some materials except for the dirt cube sculpture.
Thanks to |dvh| for suggesting this.
@|dvh|
I made it possible as you requested. I hope you like it.
I'll check the Anomaly DLC to see if that's possible.
When I checked if the existing MOD had the same function, there was already a VVE - Deconstructable Vehicles Junk mod. If you like it, please try. If you have a problem with compatibility, please report again. Thank you.
It is compatible with Vehicle Framework Mod. Let's make sure it is possible.
v1.5.1
- Update Ideology DLC patch "Ideology_Building_Ancient_JunkScrap_Patches.xml"
Fixed:
- Ancient pipeline section were no targeted for dismantle.
If the pipe is damaged and destroyed, it will drop 6 pieces of steel slag chunk, but if it is dismantled, the colonist can collect 50% of it (steel slag chunk x3). It takes less time to dismantle than to destroy.
@Monkey Magic
It's so late, but I think I've solved the problem. Thank you for your report.
So I'm trying to keep a balance between not too much and not too little (basically too little).
@Monkey Magic
Thank you for your comment.
Perhaps the pipes was 3000 years ago were rusted and no steels or slag chunks.
Mod Concept:
Developers have determined that they cannot be collected from those ancient scraps. I don't think they can't get it at all.
However, I think it is strange that it can be collected more than the steel vein that can be mined by dismantling scraps.
Breaking down an ancient pipeline:
-without the mod spawned 5-7 pieces of scrap
-with the mod (deconstructing) I only got the one piece.
Used the same pawn each time, reloaded save and tried multiple times with the same results pretty much. The mod description states:
"If you dismantle ancient junks, you will get twice as many resources as destroy it." Nope, that did not happen, kinda sad.
The only gain is when deconstructing smaller items that without the mod the game will let you deconstruct, but obtain nothing. This mod will offer up basic resources, and sometimes components.
v1.5.0
- Update tags for Rimworld 1.5.x.
Your wellcome!
Thank you for request.
It may not be what you expected, but I hope it helps play.
Update : 28 Oct, 2023
v1.4.5
- Medieval Overhaul Mod structures (ancient ruined battering ram, ancient ruined siege tower, ) have been dismantled.
Note: Because it is rewritten by DLL, the structures in the ruins cannot be completely dismantled during the quest. When the quest is completed, the archeological structure can be dismantled.
By simply adding the above comments with a simple patch, it is possible to have no work time and have no resources to be obtained.
But, it does not fit this MOD concept, so it is necessary to add work time and obtained resources to the patch. I need a little time, but I'll try it. Thank you.
Is it a furniture (object) in the ruins?
I haven't subscribed to "Mediever Overhaul Mod", so I'll check it.
It may be a good idea to publish the patch you created (for example, VVE Patch for Dismantle Ancient Junk) in the workshop as your own MOD.
And then it hit me ... ahhh he needs the work time to determine how long it takes to dismantle the junk derp derp.
Q : Why did you add 'work to build' costs to the items?
A : It was too impractical for the colonists to be dismantled the moment they came into contact with the junks. So I thinked needed more time and added the work.
Patches for VVE MOD may be interesting.Thanks for the suggestion.
Why did you add 'work to build' costs to the items?
Does this impact the deconstruction process somehow?
v1.4.4
- Update RimWorld 1.4.3704.
- Incompatible with Worthless Junk (Continued) has been added.
Depending on the biome, I think it's difficult to secure basic resources. I'm glad this mod helped your game play.
I agree. There are still options to unlock without dismantling. However, I also think that it would be nice if you could come with x10 times longer time to unlock the door. In fact, the time (ticks) is limited and the working time cannot be extended.
ah thats why now i can dismantle walls and doors... Kinda bummer. mod creator specifically made them not dismantleable so that player was forced to hack door consoles or break walls/doors..
v1.4.3
- Update for RimWorld 1.4.3527.
- Added compatibility patch for Biotech DLC. Ancient Exostrider Parts, Ancient Mech Gestator, Ancient Basic Recharger, Ancient Standard Recharger, Ancient Band Node, etc... will be dismantleable.
But ancient exostrider midsection can't dismantleable. Because you won't be able to get the "mechanoid transponder".
@int_541 and all users
Kept you waiting, huh?
I've confirmed that it doesn't make sense, so role back. I apologize for any inconvenience.
I don't think this is a problem that can be solved unless I buy the DLC and see what the Class specifies.
In the worst case, may have to add incompatibility with Biotech DLC with mods.
<thing Class="Building_AncientMechRemains">
<def>AncientExostriderRemains</def>
<id>AncientExostriderRemains37778</id>
<map>0</map>
<pos>(199, 0, 197)</pos>
<health>3000</health>
<questTags IsNull="True" />
<instigator>null</instigator>
<thingsIgnoredByExplosion />
<countdownTicksLeft>-1</countdownTicksLeft>
<letterSent>True</letterSent>
</thing>
This fix will not affect anyone who has not purchased or disabled the Biotech DLC.
v1.4.3
- Update RimWorld 1.4.3525.
- As a countermeasure to the Biotech DLC transponder reported by @int_541, Mod have switched to a non-patching method for Ancient scraps that would probably be the case if checked the Biotech DLC.
Note: I has not been able to confirm the problem part because the Biotech DLC has not been purchased. This is just a speculative fix.
Thank you for your report.
I haven't purchased the Biotech DLC yet, so I can't confirm specific information about AncientExostriderRemains.
As a temporary measure, if Biotech DLC is enabled, set AncientExostriderRemains (Warwalker, Warspider etc..) to no patch change.
v1.4.2
- Update RimWorld 1.4.3523 (unstable).
- Added compatibility patch for Vanilla Factions Expanded - Ancients . Ancient buildings (Ancient supply slingshot, Vault wall, Vault door, Large locked door) becomes possible to dismantle.
Thank you Bullzeye101 for your suggestion.